And? It was a suggestion to make people who try to use the false logic "Devo is armor, it should be prot only" happy (it isn't an armor anymore). I don't really care about the name and I am glad they are taking away the current Devo Aura from ret and prot as well as most(should be all) raid cooldowns from non-healing classes.

Avenging Wrath gone from Prot and Holy, so terrible. Should have gotten rid of DF for Holy and whatever from Prot and kept wings for all classes

Avenging Wrath only served as a dps cd for prot and a bit of healing throughput, Guardian is prot's shield wall so they had to keep that.
Avenging Wrath is the iconic throughput cooldown, best served for retribution (dps).
They can (should) add some new flashy animation to the holy cd, hope they do

Dont worry you guys they have saidthat they may bake DF effect into wings for holy only so you can keep you wings , and for prot they may give u a minor glyph to make them appear on your back when goak is out

New Ability: Renounce. When cast, Renounce permanently changes the Retribution Paladin into a Warrior and actually be able to dps worth a damn.

With new Resolve buffing selfheals and absorbs don't you think that in current state prot paladins will not benefit from it at all ?

Our active mitigation model is based around flat dmg reduction rather than absorb effects and self healing effects are not really important in it because both are using holy power so if you have to choose between 100% uptime of SotR and casting WoG you will never cast WoG.

Do you think they will iterate over it and replace SotR with absorb mechanics ?

"Glyph of Hand of Freedom - Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 10 sec also have 25% reduced duration."

If this is the major glyph what will the baseline ability be, since now it REMOVES slows and snares?? does this mean that the glyph will reduce stuns, fears and cyclones like effects by 25% ? Why would anyone use a major glyph slot just to reduce a cc by 1 or 2 sec???

"Glyph of Hand of Freedom - Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 10 sec also have 25% reduced duration."

If this is the major glyph what will the baseline ability be, since now it REMOVES slows and snares?? does this mean that the glyph will reduce stuns, fears and cyclones like effects by 25% ? Why would anyone use a major glyph slot just to reduce a cc by 1 or 2 sec???

1-2 seconds lower duration of a stun or cyclone in a CC chain can turn an arena match. If it takes, say, 10 seconds to kill somebody while the healer is CC'd then being able to reduce a potentially 10 second long CC chain (no rarity) by a couple of seconds would allow you to get a big heal off or force the enemy team to pull the pressure off your team mate for long enough for them to recover by themselves.

"Glyph of Hand of Freedom - Hand of Freedom immediately reduces the remaining duration of all effects which cause loss of control of a character by 25%. Any additional loss of control effects applied within 10 sec also have 25% reduced duration."

If this is the major glyph what will the baseline ability be, since now it REMOVES slows and snares?? does this mean that the glyph will reduce stuns, fears and cyclones like effects by 25% ? Why would anyone use a major glyph slot just to reduce a cc by 1 or 2 sec???

Think of it as getting personal DR, reducing every CC thrown at your by 25% while you have HoF up. This looks very good vs classes with fear, if fear stays the same where you can get attacked in first 3 sec without getting breaking fear HoF will nicely help with that. As Butler said it's gonna work extremly well vs CC chains and have in mind lots of CC is being removed and merged so there wont be insanly long CC chain stacking. With less CC in WoD this glyph's value will increase.

Seems like paladins haven't really got any changes yet, just some basic ideas with what blizzard wants to do with the class. They say holy and prot are losing wings but have yet to tell us anything about the talent that's going to replace sanctified wrath. Prot is lacking any means of survival scaling with crit while the other tanks have got some haste and crit scaling. Prot/Ret level 100 talents look really boring. Empowered Seals is a boring version of Unleashed fury. Seraphim seems like a cheap replacement for wings that will eat a lot of our holy power. And with a lack of haste for half the expansion seraphim seems like a really bad choice. Holy shield is some reactive damage and more block, while final verdict (pve wise) is just a change in color of a number.

Originally Posted by VoidyTv

With new Resolve buffing selfheals and absorbs don't you think that in current state prot paladins will not benefit from it at all ?

Our active mitigation model is based around flat dmg reduction rather than absorb effects and self healing effects are not really important in it because both are using holy power so if you have to choose between 100% uptime of SotR and casting WoG you will never cast WoG.

Do you think they will iterate over it and replace SotR with absorb mechanics ?

I don't think so. Being percentage base means sotr already scales with damage you take. Similar to savage defense for druids, and shield block for warriors. It's just a mechanic that doesn't need vengeance/resolve to scale with incoming damage. We still have a lot of survival based on healing: soi, wog, ef/ss make up a very large amount of healing that we don't need to be healed for which needs to scale with resolve. Right now ef and soi can be 60-80% of the total healing I take in boss fight.

That would make it a pretty shit talent for protection, Guardian only lasts for 12 seconds.

I'm sure it will be worked to compensate.

We've also got to consider, that now each talent is spec based, it might change the mechanics of it.

-Retribution, the path of the protector or mender brought to it's natural conclusion; destroying evil before the weak need to be shielded from it, and before it can wound the innocent.Fix My DPS | Fix My Heals | Fix My Tanking |